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Author Topic: X-Com Chimera Squad  (Read 733453 times)

cerapa

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4110 on: February 06, 2016, 03:18:28 pm »

So are there rocket launchers that replace the grenade launcher, or do you guys just not know the difference between the two? :P

There are wrist-mounted rocket launchers on EXO and WAR suits.
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4111 on: February 06, 2016, 03:19:28 pm »

Got a random-roll flamethrower to replace the default rocket launcher on my one exo-suit. That thing just one-shotted a pair of Sectoids; the cone of fire on it is insane, something like 15-20 tiles long and 3-4 tiles wide. It's a real flamethrower, that is, instead of a video game flamethrower.

Also, just got a mission-reward soldier, my first Israeli. Their callsign? "Big Money". -___________________-

Unrelated: I've apparently become femmeCOM, since something like 75% of my starting rookies were female and most of the good male ones fell behind on leveling due to injuries.


Re: the whole Shaken mechanic: Am I parsing it wrong, or does successfully taking a trooper out of it leave them with higher Will than before the injury? If it is so, seems like there's some benefit to getting people badly shot up. At the very least I've noticed that my people are no-selling mind control a lot now.
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Sirus

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4112 on: February 06, 2016, 03:23:38 pm »

That's the way I read it, yeah. Kinda makes sense; they get out of shaken by succeeding in missions and not getting hurt, so they're basically getting their confidence back plus some extra hardening.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4113 on: February 06, 2016, 03:29:10 pm »

So are there rocket launchers that replace the grenade launcher, or do you guys just not know the difference between the two? :P

There are wrist-mounted rocket launchers on EXO and WAR suits.
And they are awesome.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

KaelGotDwarves

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4114 on: February 06, 2016, 03:31:39 pm »

meh, upgraded plasma grenades on grenadiers with the Demoman upgrade that adds +damage and radius.

you can kiss an entire town goodbye when each Heavy carries 3 nades and an upgraded plasma bomb launcher. Very satisfying to blow cover and entire buildings to hell.

ADVENT scurry to cover when discovered? What cover?

PS: Also if your snipers are still bad you can cheese turrets by knocking out the floor under them which insta-kills the turret.
« Last Edit: February 06, 2016, 03:34:30 pm by KaelGotDwarves »
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Karlito

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4115 on: February 06, 2016, 03:33:08 pm »

Just lost a Commander level game to the Avatar timer. A little disappointed with the game-over cutscene, but I guess if I want to learn the plot I'll actually have to win.

Going to start again on Veteran.
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Ghazkull

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4116 on: February 06, 2016, 03:37:26 pm »

What really annoys me (apart from the bloody central guy commentary) is the sheer asspulls this game does at every turn. Things popping up left and right like jump scares murdering away entire squadrons who seconds before were covering into every direction but cant react to suddenly appearing guys charging at them from a felt 100 meters away and then bashing them to death.

...maybe im just salty due to the high mortality rate among my soldiers, or i haven't found the proper tactic to that yet but i really feel fucking annoyed by these shock lancers and faceless asshats.

Also Codex, WTF, a bit of an ahead warning as to their abilities might have been nice.

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~Neri

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4117 on: February 06, 2016, 03:41:03 pm »

Protip for dealing with Codexes. Apply flashbangs.
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Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4118 on: February 06, 2016, 03:41:29 pm »

Protip for dealing with Codexes. Apply flashbangs.
Also other explosives.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Chiefwaffles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4119 on: February 06, 2016, 03:51:58 pm »

Spoiler: Codex Stuff (click to show/hide)
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4120 on: February 06, 2016, 03:57:41 pm »

They're actually quite prone to screwing themselves over with a certain ability.

Oh, and hey, I just found a chest o' loot in a City Center. That's nice.
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Anvilfolk

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4121 on: February 06, 2016, 04:00:43 pm »

Yeah, I'm not playing whatever the new classic difficulty is because I want to learn what enemies there are, when, and their abilities. I don't think it makes sense to put like 5h into a campaign and then have an unknown ability throw all that to waste. So, savescumming campaign on moderate difficulty... win, and then start an ironman classic for maximum tension.

Also, Faceless are OK to deal with, but those Chryssalids come out wherever with no way for us to know when/where.

I don't particularly like thee graphic style either. It's more realistic and cyberpunky, but I generally prefer to have visuals that convey the tactical information better. Right now it's too nitty-gritty to show me things easily at a glance. Also, damn trees always get in the way.

Persus13

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4122 on: February 06, 2016, 04:17:31 pm »

- The game interrupts me CONSTANTLY. I can not find proper words to describe how incredibly hard the game wrestles control away from you ALL THE TIME, for NO GOOD REASON. You cant skip the generic chatter that pops up each mission (I want to choke that Central Guy and never hear him again.) and on the Overworld Map. You cant turn the auto-camera on explosions and the like off either. Retaliation missions are a nightmare, not because of "Aliens, nuuuuuu" but because the guy keeps WHINING in my ear about every single Civilian that dies. Listen, I could not care less about those morons, who have the survival instinct of a Lemming on LSD. So shut the f* up about them allready.
Hit escape when cinematic stuff appears during missions. You'll bring up the menu but it will skip the cinematic. Can't help much with the chatter, though.
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TheDarkStar

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4124 on: February 06, 2016, 04:23:38 pm »

Someone should make a squad that consists of lookalikes from the current Republican and Democratic primaries.
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